Only use Steam Virtual Gamepads if we're running under Steam

Fixes https://github.com/libsdl-org/SDL/issues/11214
Fixes https://github.com/libsdl-org/SDL/issues/11215

(cherry picked from commit 8a30def5f2)
(cherry picked from commit b6fa4dc794)
This commit is contained in:
Sam Lantinga
2024-10-16 11:07:40 -07:00
parent 062a777240
commit 7107e02315

View File

@@ -2123,28 +2123,10 @@ SDL_bool SDL_ShouldIgnoreGameController(const char *name, SDL_JoystickGUID guid)
return SDL_TRUE;
}
if (SDL_allowed_controllers.num_included_entries == 0 &&
SDL_ignored_controllers.num_included_entries == 0) {
return SDL_FALSE;
}
SDL_GetJoystickGUIDInfo(guid, &vendor, &product, &version, NULL);
if (SDL_GetHintBoolean("SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD", SDL_FALSE)) {
/* We shouldn't ignore Steam's virtual gamepad since it's using the hints to filter out the real controllers so it can remap input for the virtual controller */
/* https://partner.steamgames.com/doc/features/steam_controller/steam_input_gamepad_emulation_bestpractices */
SDL_bool bSteamVirtualGamepad = SDL_FALSE;
#if defined(__LINUX__)
bSteamVirtualGamepad = (vendor == USB_VENDOR_VALVE && product == USB_PRODUCT_STEAM_VIRTUAL_GAMEPAD);
#elif defined(__MACOSX__)
bSteamVirtualGamepad = (vendor == USB_VENDOR_MICROSOFT && product == USB_PRODUCT_XBOX360_WIRED_CONTROLLER && version == 0);
#elif defined(__WIN32__)
/* We can't tell on Windows, but Steam will block others in input hooks */
bSteamVirtualGamepad = SDL_TRUE;
#endif
if (bSteamVirtualGamepad) {
return SDL_FALSE;
}
if (SDL_IsJoystickSteamVirtualGamepad(vendor, product, version)) {
return !SDL_GetHintBoolean("SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD", SDL_FALSE);
}
if (SDL_allowed_controllers.num_included_entries > 0) {